magic - pyromancy

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magic - pyromancy

Post by Xelah on Sat Apr 30, 2016 1:46 am

1a) immolate - costs caster hit points, causes characters melee attacking the caster to take damage
1b) cinder - basic attack spell
1c) cauterize - puts a slow Regen effect on the target, the only fire heal spell
1d) blazeling - summons a tiny fire creature not under caster control to fight. The blazeling may spontaneously switch sides and become more powerful, like an out of control fire.

2a) burning weapon - adds a magic fire effect to the target's weapon attacks for a while and slightly increases damage.
2b) ignite - damage over time effect on a single target
2c) brand - marks runes
2d) illuminate - night-sight

3a) blast - aoe damage
3b) char - decent damage, single target
3c) burn through - recall
3d) pyre - targets a corpse. Cannot be raised by necromancer, and kills trolls

4a) cloak of ashes - grants target a rank of fire resistance.
4b) heat metal - burns an enemy based on how much metal they're wearing
4c) brushfire - lasting aoe damage spell. Take damage while standing in area
4d) greater blazeling - like above

5a) cloak of sparks - lasting aoe damage that follows the caster
5b) roast - single target damage
5c) hell hound - summons a ridable (cu sidhe) hell hound that gives some perks
5d) burn it all - costs caster hitpoints, grants fire resistance and a perk of fire specialization, and two ranks of water weakness

6a) flashbang - aoe debuff
6b) detonate - aoe damage
6c) gate - does what it says on the tin
6d) blazeling lord - like previous two, buffs other blazelings

7a) inferno - long lasting aoe that does lots of damage, does not discriminate between friends and foes.
7b) incinerate - massive up front damage + damage over time
7c) blazeling horde - summons a bunch of them
7d) flaming death - you can't die for a short time, after which, you die. Has a cooldown before it can be used again

Thoughts?

Xelah

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Re: magic - pyromancy

Post by Tytus on Sat Apr 30, 2016 7:06 am

I like it. Will all schools be laid out similar to this? My only question is this, do we want the mages to have to carry a staff or wand type object or both hands be free? If they carry a staff, can it do small amounts of ranged damage like a bow in their class(i.e. Fire).
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Tytus

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Re: magic - pyromancy

Post by Xelah on Sat Apr 30, 2016 1:18 pm

I'd like that to be an optional thing. Have some special wands that give buffs... or staves... or something

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